The campaign aims to increase engagement and sales for English Tests with the specific target
audience located across Greater Accra and Ashanti Regions of Ghana and between 20–44 year olds.
Taking the format of a simple puzzle game, the idea is to make as many words they can out of the words ENGLISH TEST.
There needs to be relevance to education and as this game is played it will engage the
participants on many levels.
1. It will highlight participants' proficiency ‘level’ in English, depending how many words they are able to form right.
2. It will make participants happy as they form correct words and winning prizes such as a free English Test, will add to their excitement.
3. If participants cannot go very far then it also makes them realize they need an English Test to improve.
4. Top prize will be a FREE ENGLISH TEST and is for those who find all words in the quickest time in the timed game mode.
*To comply with NDA, some details in this case study have been modified or omitted. The content reflects my own work and views, not necessarily those of Inspire Africa. Linked materials may point to evolving live products or prototypes by Inspire Africa.
App for Inspire Africa
UX Research
UX Design
UI Design
Dora Opare
Inspire Africa
Participants can play either a timed game with a countdown timer of 15 seconds for finding each word or play an untimed game which does not have a countdown timer and is structured in levels.
Participants can check their scores and ranking with other players. The leaderboard is updated daily.
As the game progresses through different levels, bonuses, prizes, points and other goodies will be earned (this is simply to motivate and make players feel good).Players will have to read and watch SFE promotional content in between levels.
Participants can customise their settings by muting and unmuting game audio, finding more information on how to play and also on game policies
Final Concept
To fully flesh out the experience of the game itself. Thus, how users drag and drop letters into the puzzle /cross word, adding sounds and haptics and also adding a share mode for participants to be able to share and refer friends and family to the app.